Newb20

Wizard

Wizards are Intelligence-based arcane spellcasters who learn magic through study and prepare spells from a spellbook. At 1st level, each Wizard chooses an Arcane School and an Arcane Bond; these are separate choices.

Class Statistics

Statistic Value
Hit Die d6
Base attack bonus Low progression
Good save Will
Poor saves Fortitude, Reflex
Skill ranks per level 2 + Intelligence modifier (minimum 1)
Class skills Concentration, Investigation, Lore (Arcana), Lore (History), Lore (Planes), Lore (Religion), Perception, Use Magic Device
Armor proficiency Robes
Weapon proficiency Shortsword, dagger, quarterstaff, club, crossbow, sling

Class Progression

Level BAB Fort Ref Will Class features
1 +0 +0 +0 +2 Spellcasting (1st-level spells); Scribe Scroll; Arcane School feature; Arcane Bond (Staff or Familiar)
2 +1 +0 +0 +3 -
3 +1 +1 +1 +3 Spellcasting (2nd-level spells); Arcane School feature
4 +2 +1 +1 +4 -
5 +2 +2 +2 +4 Spellcasting (3rd-level spells)
6 +3 +2 +2 +5 Arcane School feature
7 +3 +3 +3 +5 Spellcasting (4th-level spells)
8 +4 +3 +3 +6 -
9 +4 +4 +4 +6 Spellcasting (5th-level spells)
10 +5 +4 +4 +7 Arcane School feature
11 +5 +5 +5 +7 Spellcasting (6th-level spells)
12 +6 / +1 +5 +5 +8 -
13 +6 / +1 +6 +6 +8 Spellcasting (7th-level spells)
14 +7 / +2 +6 +6 +9 Arcane School feature
15 +7 / +2 +7 +7 +9 Spellcasting (8th-level spells)
16 +8 / +3 +7 +7 +10 -
17 +8 / +3 +8 +8 +10 Spellcasting (9th-level spells)
18 +9 / +4 +8 +8 +11 Arcane School feature
19 +9 / +4 +9 +9 +11 -
20 +10 / +5 +9 +9 +12 -

Spellcasting

The Wizard prepares arcane spells from a spellbook. Intelligence governs Wizard spellcasting. To cast or prepare a spell, the Wizard must have an Intelligence score of at least 10 + the spell’s level. The Wizard regains expended spell slots after a Long Rest and prepares spells from the spellbook afterward.

Spell attack bonuses and spell save DCs follow the shared spell attack and save DC rules.

See the Wizard spell list for spells that can be learned in a spellbook and the individual spell rules.

Any spellcaster can use the shared Counterspell rules.

Spellbook and Daily Preparation

At the start of each day, after a Long Rest, the Wizard prepares a list of spells from their spellbook. The number of distinct spells prepared equals the Wizard’s class level plus their Intelligence modifier, to a minimum of one spell. A prepared spell can be of any spell level the Wizard can currently cast, as long as it is recorded in the spellbook. The preparation limit is separate from the number of spell slots: when casting a prepared spell, the Wizard expends a spell slot of that spell’s level. A prepared spell may be cast more than once if the Wizard has additional spell slots of its level.

Cantrips known by the Wizard are always prepared, do not count against this limit, and can be cast at will without expending spell slots.

The following table gives the Wizard’s base daily spell slots. It excludes bonus slots from Intelligence. Cantrips are at-will and are not included.

Wizard level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 3 2 1 - - - - - -
6 3 3 2 - - - - - -
7 4 3 2 1 - - - - -
8 4 3 3 2 - - - - -
9 4 4 3 2 1 - - - -
10 4 4 3 3 2 - - - -
11 4 4 4 3 2 1 - - -
12 4 4 4 3 3 2 - - -
13 4 4 4 4 3 2 1 - -
14 4 4 4 4 3 3 2 - -
15 4 4 4 4 4 3 2 1 -
16 4 4 4 4 4 3 3 2 -
17 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 3 3 2
19 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4

Add Intelligence bonus slots using the bonus spell-slot progression, limited to spell levels the Wizard can cast.

Spell damage scales using the spell’s caster-level formula without a maximum damage-dice cap. The spell’s level and slot cost do not increase just because its damage has scaled with Wizard level.

Scribe Scroll

At 1st level, the Wizard gains Scribe Scroll. To copy a Wizard spell from a spell scroll or another spellbook, make a Lore (Arcana) check against a DC of 15 + the spell’s level. On a success, the spell is recorded in the Wizard’s spellbook. The source scroll is consumed only when the copy succeeds; copying from another spellbook does not remove or damage the source. A copied spell that is above the Wizard’s current spell-level access cannot be prepared or cast until the Wizard can cast spells of that level.

The Wizard can also create a scroll of a spell they have recorded and can cast. The spell must be prepared, and creating the scroll expends a spell slot of its level. The Wizard chooses a caster level from the minimum needed to cast the spell up to their Wizard level. Fine parchment, special inks, and other materials are required. Crafting costs 25 gp × spell level × caster level. Treat a cantrip as a 1st-level spell for pricing. Creating a scroll takes one day.

Arcane School

Choose one school at character creation. School features should develop at Wizard levels 1, 3, 6, 10, 14, and 18. The initial choices are:

School Specialty
Abjuration Wards, barriers, dispelling, and protection
Conjuration Summoning, creation, and teleportation
Divination Detection, hidden knowledge, and foresight
Enchantment Influencing emotion, behavior, and thought
Evocation Energy, force, light, and direct damage
Illusion Deception through false sensory impressions
Necromancy Life force, death, and undeath
Transmutation Altering form, matter, and physical properties

Specialization Rules

Recommendation: A specialist keeps access to all eight schools and receives no extra spell slots. Their school feature progression is the specialization benefit; this avoids adding another resource bonus to the Wizard’s spell slots and Arcane Bond capacity. School features are drafted at Wizard levels 1, 3, 6, 10, 14, and 18.

Arcane School Feature DC

An Arcane School feature that calls for a save uses a school feature DC of 10 + half the Wizard’s level (round down) + Intelligence modifier.

Abjuration

Wizard level Feature Effect
1 Arcane Ward When you cast an Abjuration spell of 1st level or higher, create or refill a Ward with a maximum of Wizard level + Intelligence modifier points (minimum 1). The Ward starts full after a Long Rest, absorbs damage before your HP, and regains points equal to the spell’s level when you cast an Abjuration spell.
3 Projected Ward As a Reaction, spend Ward points to reduce damage dealt to a visible ally within 30 feet, reducing it by 1 for each point spent.
6 Spell Guard Gain a +2 Supernatural bonus on saving throws against spells and magical abilities.
10 Improved Counterspell You gain the Improved Counterspell feat.
14 Improved Ward Your Ward’s maximum increases to twice your Wizard level + Intelligence modifier, and casting an Abjuration spell restores Ward points equal to twice the spell’s level.
18 Master Abjurer When you counter a spell, you can expend any spell of equal or higher level instead of being limited to the same spell, a spell designated as its native counter, or a Dispel spell.

Conjuration

Wizard level Feature Effect
1 Minor Conjuration As a Standard Action, conjure one nonmagical, mundane object that fits in a 3-foot cube and weighs no more than 5 pounds. It lasts 1 hour. It cannot be a weapon, armor, consumable, valuable good, or costly spell component; you can have only one such object at a time.
3 Benign Transposition Once per Short Rest, use a Standard Action to teleport yourself and a willing creature you can see within 30 feet, swapping their locations. Both destinations must be unoccupied.
6 Durable Summons A creature you summon with a spell gains a +4 Supernatural bonus to Constitution.
10 Dimensional Step Once per Short Rest, teleport up to 30 feet to a visible, unoccupied space as a Move Action.
14 Shared Passage When you use Dimensional Step, you can bring one willing adjacent creature with you, placing it in an unoccupied space adjacent to your destination.
18 Master Summoner Once per Long Rest, when a Conjuration spell summons one or more creatures, summon one additional copy of one of those creatures, if it can fit in the spell’s area and duration.

Divination

Wizard level Feature Effect
1 Portent Once per Short Rest, when you make an attack roll, saving throw, skill check, or ability check, you can reroll the d20 and must use the new result.
3 Forewarned Add your Intelligence modifier to Initiative checks (minimum +1).
6 Third Eye Once per Short Rest, use a Standard Action to perceive invisible creatures and active magic within 60 feet for 1 minute.
10 Expert Divination Once per Long Rest, after casting a Divination spell of 2nd level or higher, recover one expended spell slot one level lower than that spell.
14 Greater Portent You can use Portent twice per Short Rest. When an ally you can see within 30 feet makes an attack roll, saving throw, skill check, or ability check, you can spend one use as a Reaction to let them reroll it; they must use the new result. You can also spend one use as a Reaction when a visible enemy within 30 feet scores a critical hit against you or an ally you can see within 30 feet, forcing it to reroll the attack and use the new result.
18 Prescient Mastery You can use Portent four times per Short Rest. The range for using Portent on an ally or forcing an enemy to reroll a critical hit increases to 60 feet.

Enchantment

Wizard level Feature Effect
1 Lesser Enchantment Once per Short Rest, as a Standard Action, touch one weapon, shield, or suit of armor worn or carried by a willing creature. For 24 hours, it gains a +1 Enhancement bonus, or its existing Enhancement bonus increases by 1. For a weapon, this bonus applies to attack and damage rolls; for armor or a shield, it applies to AC. This temporary bonus does not consume or alter the item’s enchantment points. You can have this feature’s bonus active on only one item at a time; using it on another item ends the previous effect.
3 Hypnotic Gaze Once per Short Rest, use a Standard Action to target one creature within 30 feet. It must succeed at a Will save against your school feature DC or become Staggered until the end of your next turn.
6 Enchant Item Imbue one item with a minor enchantment for 24 hours. This enchantment is separate from and does not increase or count toward the item’s Enhancement bonus.
10 Split Enchantment Once per Long Rest, when you cast a single-target Enchantment spell, you can target a second valid creature in range. Each target saves separately.
14 Lingering Influence Once per Short Rest, when a creature succeeds at a saving throw against one of your Enchantment spells, you can force it to reroll and use the new result.
18 Enchanter’s Chorus Once per Long Rest, when you cast a single-target Enchantment spell that grants a beneficial effect to a willing creature, you can have it also affect a number of additional willing creatures up to your Intelligence modifier (minimum 1), provided they are in range.

Evocation

Wizard level Feature Effect
1 Sculpt Spells When an Evocation spell affects an area, choose a number of creatures in it up to your Intelligence modifier (minimum 1). Chosen creatures take no damage from that spell.
3 Potent Evocation When you roll damage for an Evocation spell, reroll each damage die that shows a 1 once. You must use the new result.
6 Empowered Evocation Once per spell, add your Intelligence modifier to one damage roll of an Evocation spell.
10 Energy Shaping Once per Short Rest, when you cast an Evocation spell that deals acid, cold, fire, lightning, or sonic damage, you can change its damage type to another type on that list.
14 Piercing Evocation Once per Long Rest, when you cast an Evocation spell that deals damage, choose one damage type it deals. Creatures affected by the spell ignore resistance to that damage type for this casting.
18 Elemental Mastery When you use Piercing Evocation, creatures affected by the spell that are immune to the chosen damage type take damage normally.

Illusion

Wizard level Feature Effect
1 Shadow Duplicate Once per Short Rest, as a Standard Action, create an illusory perfect copy of yourself in an unoccupied space within 30 feet. It lasts 1 hour per Wizard level, has no physical substance, and cannot attack, manipulate objects, or cast spells. You can command it as a Free Action to move up to your land speed each round, but it must remain within 30 feet of you. When a creature first sees you and the duplicate, it can make a Will save against your school feature DC; on a success, it identifies you as the real Wizard. A creature with True Seeing sees through the duplicate and identifies you. A creature that attacks the duplicate recognizes it as an illusion and cannot be fooled by that casting again. Creating a new duplicate resets this recognition.
3 Silent Casting Once per Short Rest, when you cast a spell, you can suppress its verbal components and all audible sounds made while casting it. This does not suppress visible components or sounds made by the spell’s effects.
6 Misdirected Casting Once per Short Rest, when you cast a spell, you can make its visible and audible casting cues appear to come from a point you can see within 30 feet. This changes only the apparent source; the spell’s actual origin, range, targets, and effects remain unchanged.
10 False Spell When you cast a spell, you can make it appear and sound like a different spell of your choice. Increase the DC of Lore (Arcana) checks to identify the spell by half your Wizard level (round down). The spell’s actual effects are unchanged.
14 Many Shadows When you create a Shadow Duplicate, you can create up to two duplicates instead of one. You can command each independently. A creature that succeeds at its Will save identifies the real Wizard among all the duplicates.
18 Shadow Conduit While one or more of your Shadow Duplicates are active, you can make a spell’s visible and audible casting cues and apparent effects originate from one of them. This changes only what observers perceive; the spell’s actual origin, range, targets, and effects remain unchanged. A creature with True Seeing sees through this deception.

Necromancy

Wizard level Feature Effect
1 Grim Harvest Once per turn, when a Wizard spell reduces a hostile creature to 0 HP, regain HP equal to the spell’s level, or three times the spell’s level if it is a Necromancy spell.
3 Undead Thralls Undead you create with spells gain a +2 Supernatural bonus to Constitution. A spell that creates one or more undead creates one additional undead.
6 Soul Siphon Once per Short Rest, when a Necromancy spell you cast deals damage to one or more creatures, choose one creature damaged by it. The creature takes additional corrupt damage equal to half your Wizard level (round down, minimum 1), and you regain HP equal to the additional damage dealt.
10 Improved Harvest Grim Harvest also adds your Intelligence modifier to the HP regained.
14 Command Undead Once per Short Rest, use a Standard Action to target an undead creature within 30 feet. It must succeed at a Will save against your school feature DC or obey your commands for 24 hours; taking damage allows it to repeat the save. You can control only one creature at a time with this feature; using it on another creature ends the previous effect.
18 Master of Death Once per Long Rest, when your HP would reach negative your current Constitution score and you would die, instead set your HP to 1. This feature does not trigger when you are reduced to 0 HP or become Unconscious.

Transmutation

Wizard level Feature Effect
1 Minor Alchemy As a Standard Action, touch one nonmagical item and permanently transmute it into gold pieces equal to its minimum established market value. You can transmute a number of items per Short Rest equal to your Wizard level. An item’s value must be established before it can be transmuted.
3 Transmuter’s Stone After a Long Rest, create a stone that grants its bearer benefits while carried. You can have only one stone at a time.
6 Shifting Form Once per Long Rest, gain a +2 Enhancement bonus to Strength, Dexterity, or Constitution for 24 hours. You can have only one Shifting Form bonus active at a time; using this feature again ends the previous bonus.
10 Greater Stone Your Transmuter’s Stone can grant more than one benefit at the same time.
14 Enduring Transmutation Double the duration of Transmutation spells you cast on yourself, excluding instantaneous effects.
18 Grand Transmuter Once per Long Rest, grant a willing creature within 30 feet the benefits of your Transmuter’s Stone and a +2 Enhancement bonus to one physical ability score for 24 hours. You can grant this feature’s benefits to only one creature at a time; using it again ends the previous effect.

Arcane Bond: Staff or Familiar

At 1st level, choose one Arcane Bond: a bonded Staff or a Familiar. This is an additional Wizard feature and is separate from the Arcane School choice.

Bonded Staff

The bonded Staff grants a pool of extra prepared spell capacity equal to one spell at the Wizard’s highest available spell level. Lower-level spells cost half as much capacity for each level below that maximum. The Wizard can distribute this capacity among extra prepared spell slots in any combination, provided the total cost does not exceed the pool. Each extra prepared spell is castable once and expended like a normal spell slot; the capacity returns after a Short Rest.

The Wizard can bond with a different Staff by performing a 24-hour ritual. This bond grants the Staff the Wizard’s Arcane Bond benefits without consuming any of the Staff’s enchantment points. If the bonded Staff gains the Broken condition, the Wizard suffers 4 points of permanent Constitution damage. This damage recovers through Long Rests, with possible additional recovery from Long-Term Care, as described in the health recovery rules.

Spell level Capacity cost per extra prepared spell
Highest available 1
One level below highest 1/2
Two levels below highest 1/4
Three levels below highest 1/8
Each additional level below Half the previous cost

For example, at 9th-level spell access, the Staff can prepare one 9th-level spell, two 8th-level spells, four 7th-level spells, or any combination with equivalent total capacity. The same rule applies at lower maximum spell levels.

Familiar

The Familiar is a bound fae creature that takes the form of a small animal. It grants passive skill bonuses, can communicate telepathically with the Wizard, and can be possessed and controlled by the Wizard. As a Free Action, the Wizard can command the Familiar. While possessing the Familiar, the Wizard enters a trance-like state; the Wizard’s body remains where it was and is Helpless.

The Wizard can cast spells through the Familiar, using the Familiar as the spell’s point of origin. These spells use the Wizard’s actions, not the Familiar’s; a spell that takes a Full-Round Action consumes the Wizard’s Standard and Move Actions.

If the Familiar dies, the Wizard must resummon it through a 24-hour ritual. The ritual time can be accumulated across multiple sittings. The Wizard suffers 4 points of permanent Constitution damage when the Familiar dies. This damage recovers through Long Rests, with possible additional recovery from Long-Term Care, as described in the health recovery rules.